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Cloak still 2.9s

Sav72
Sav72
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All the nice/bad changes in 1.6, which I can understand you can not make everyone happy, but NBs still have a 2.9s cloak. :(

Every other class has at least 1 powerful ability, based on there class, and I am not bashing the other classes, just stating a fact. I would think a NB who is designed off of hidden/stealth, would have at least a decent Cloak, even thou it does not work a lot of the times.
Savoifair, EP NB

If you break something, you can glue it back together and fix it, but, it will always be broken...

  • TheBull
    TheBull
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    and it only last 2.9 secs in special situations...
  • Darkintellect
    Darkintellect
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    I wouldn't mind seeing is a toggled ability which continually drains magicka at roughly the same rate as spamming it every 2.6-2.8 seconds.
  • Wraithen
    Wraithen
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    2.9 is fine if it would work.
  • DDuke
    DDuke
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    I wouldn't mind seeing the duration increased to 4-5 seconds, given that there is a whole skill dedicated to destroying cloak/stealth players (AvA flare skill).


    More than that, I'd like it to actually work for once, and not get broken by:
    • Your own DoTs (e.g. Poison Injection)
    • Enemy charge attacks
    • Random incoming projectiles
    • Being in range of a NPC guard in PvP
    • (Controversial, I know) Magelight/Detection Potions

    Having it get broken by AoEs is fine, since that promotes skill based play where precision matters for the opponent, and your ability to avoid & predict AoE locations matters.
    Edited by DDuke on 10 February 2015 14:57
  • cozmon3c_ESO
    cozmon3c_ESO
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    Cast it twice right before the first one ends and it's twice as long, or just keep chaining and guess what, you stay in is for the duration. May I also suggest using the morph that removes status effects so you don't pop out from dots. If you have projectiles coming at you, roll dodge then cloak. It's really a learning issue.
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  • DeLindsay
    DeLindsay
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    5 seconds is about the max I would want it increased to. But to be honest, I just want it to work 100% of the time, no broken because of a thousand different variables that ZoS can't figure out, is that so much to ask?
  • Kuro1n
    Kuro1n
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    I'd say 5 seconds is a bit too long. People with high mp regen would have it up constantly. However as someone said, same cost but toggle until you take damage.
  • Synozeer
    Synozeer
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    You can't even chain it on the PTS last I tried. If you try to cast it while already invis, you become visible and can't go invis again until the effect expires.
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  • Sarousse
    Sarousse
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    The real rule is :

    - when I use cloak, it lasts 0.1 sec.
    - when an enemy uses Cloak, it lasts forever and I can't find him anymore.

    Isn't it ? :D
  • Xeniph
    Xeniph
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    My main being a NB, I don't think a longer duration on Cloak would be balanced imo. It would be quite a bit over the top.

    But I absolutely think the damn skill should work for heavens sake.

    Magelight and Detect post should only reveal normal stealth, not a class ability.

    My 2 cents.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Derra
    Derra
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    Wraithen wrote: »
    2.9 is fine if it would work.

    Invisibility is even harder to balance than teleport. If you had no means ingame to counter cloak (magelight / potions / close proximity sort of) nightblades would be invincible gods of war.
    <Noricum>
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  • DeathDealer19
    DeathDealer19
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    2.9 seconds is MORE than plenty. youre already able to spam it to death. I agree that it doesn't work right and that needs to be addressed but come on what do you want 20 seconds? thatll make snipe monkeys even more annoying
    @DeathDealer19

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  • prototypefb
    prototypefb
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    cloak is NBs 'best defensive skill', it is so OP that it beats all other 3 class shields, hands down.
    I would never trade cloak for class shield.
  • Yusuf
    Yusuf
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    3.5 would be awesome
  • Wraithen
    Wraithen
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    Derra wrote: »
    Wraithen wrote: »
    2.9 is fine if it would work.

    Invisibility is even harder to balance than teleport. If you had no means ingame to counter cloak (magelight / potions / close proximity sort of) nightblades would be invincible gods of war.

    True but traditionally a rogue should be countered by a rogue ala piercing Mark but that's besides the point reveal pots are fine but the problem is in flight projectiles may miss you if you hit cloak but they still pull you out of cloak
  • MrGhosty
    MrGhosty
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    Purely for the sake of discussion, what if the cloak appearance on our screen was what enemy players saw instead of complete invisibility. It might need to be tuned but make it so that it requires more skill to use properly and is able to last longer.

    Or perhaps make that one of the morphs where you are more visible but it gives you healing over time versus a short burst of complete invisibility. The only reason I mention it is that every class has some really great "show" abilities that visually represent the class and just looks awesome. NBs have the teleport strike (which is awesome, especially paired with volcanic rune) but the cloak lacks some flair.

    I would personally love having a cloak that lasted a lot longer but showed to enemies the same as I see it on my screen (perhaps a bit more transparent but not much) this would require using the environment to blend in and avoid being seen while also giving eagle eyed players the ability to spot you out. It is easy to argue that chugging a detect potion is kinda lame to have your stealth broken but it is much harder to argue that you were caught out by diligent players.

    Like I said, food for thought.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • c0rp
    c0rp
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    It took WoW YEARS to get stealth to work correctly IIRC. Looks like ESO is following the pattern.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • DDuke
    DDuke
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    MrGhosty wrote: »
    Purely for the sake of discussion, what if the cloak appearance on our screen was what enemy players saw instead of complete invisibility. It might need to be tuned but make it so that it requires more skill to use properly and is able to last longer.

    Or perhaps make that one of the morphs where you are more visible but it gives you healing over time versus a short burst of complete invisibility. The only reason I mention it is that every class has some really great "show" abilities that visually represent the class and just looks awesome. NBs have the teleport strike (which is awesome, especially paired with volcanic rune) but the cloak lacks some flair.

    I would personally love having a cloak that lasted a lot longer but showed to enemies the same as I see it on my screen (perhaps a bit more transparent but not much) this would require using the environment to blend in and avoid being seen while also giving eagle eyed players the ability to spot you out. It is easy to argue that chugging a detect potion is kinda lame to have your stealth broken but it is much harder to argue that you were caught out by diligent players.

    Like I said, food for thought.

    I very much like that idea, but then they should atleast buff the duration of cloak.

    They could make it something like Zeratul/Nova in HotS, you can spot them, but you have to pay attention.
    If anyone has played the game, you know what I'm talking about.
  • AaronMB
    AaronMB
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    A broken, inconsistently-working mechanic is not a Learn To Play issue - unless it's learn to play without it. :P

    When it works it's really nice for magica-based NBs; while it's a play-style choice, it's not quite as useful for the stamina builds (especially when it breaks).
    Edited by AaronMB on 10 February 2015 19:55
  • Derra
    Derra
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    Wraithen wrote: »
    Derra wrote: »
    Wraithen wrote: »
    2.9 is fine if it would work.

    Invisibility is even harder to balance than teleport. If you had no means ingame to counter cloak (magelight / potions / close proximity sort of) nightblades would be invincible gods of war.

    True but traditionally a rogue should be countered by a rogue ala piercing Mark but that's besides the point reveal pots are fine but the problem is in flight projectiles may miss you if you hit cloak but they still pull you out of cloak

    The problem with that logic is that only one class being able to counter a mechanic kind of leads to unhappiness on the other three classes :D
    <Noricum>
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  • Bouvin
    Bouvin
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    Cast it twice right before the first one ends and it's twice as long, or just keep chaining and guess what, you stay in is for the duration. May I also suggest using the morph that removes status effects so you don't pop out from dots. If you have projectiles coming at you, roll dodge then cloak. It's really a learning issue.

    Except the whole getting broken by everything it's not suppose to be broken by buggy part.

  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    I wouldn't mind seeing is a toggled ability which continually drains magicka at roughly the same rate as spamming it every 2.6-2.8 seconds.

    This.
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  • Vandril
    Vandril
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    I'd rather they make cloak last for its intended duration. If it were to actually work, I think you'd find ~3s is plenty of time.

    Edit: I also like the idea of a toggled buff that drains Magicka every second that it's active. The cost could be divided by 3 and made the same as it is now per unit of time spent invisible while also making it so we don't have to *** spam the ability. <.<
    Edited by Vandril on 10 February 2015 20:49
  • cozmon3c_ESO
    cozmon3c_ESO
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    Bouvin wrote: »
    Cast it twice right before the first one ends and it's twice as long, or just keep chaining and guess what, you stay in is for the duration. May I also suggest using the morph that removes status effects so you don't pop out from dots. If you have projectiles coming at you, roll dodge then cloak. It's really a learning issue.

    Except the whole getting broken by everything it's not suppose to be broken by buggy part.
    roll dodge then cloak, gets all those pesky projectiles off you.
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  • DDuke
    DDuke
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    Bouvin wrote: »
    Cast it twice right before the first one ends and it's twice as long, or just keep chaining and guess what, you stay in is for the duration. May I also suggest using the morph that removes status effects so you don't pop out from dots. If you have projectiles coming at you, roll dodge then cloak. It's really a learning issue.

    Except the whole getting broken by everything it's not suppose to be broken by buggy part.
    roll dodge then cloak, gets all those pesky projectiles off you.

    Gets you shield/crit charged if anything.

    Otherwise a good idea, except that it doesn't work when there's more projectiles (or charges) coming at you after that roll dodge.

    If that doesn't break your cloak, I'm sure your own Poison Injection tick will.
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